--- Log opened Wed Feb 25 00:00:41 2009 |
00:09 | <@ToxicFrog> | ? |
00:09 | <@Derakon> | There's two main things. First, collision detection (he really thinks it's a bad idea to use circle-based collision detection for the lozenge bullets, while I'm more "wait and see"). |
00:10 | <@Derakon> | And second, he wants to be able to have bullets refer to their parent objects in BulletML files, which is a fine idea, but raises some somewhat thorny technical issues. Which he's trying to help resolve despite knowing nothing about the structure of the program. :\ |
00:10 | | * ToxicFrog face->bulkhead |
00:11 | <@ToxicFrog> | Also, seriously, filezilla |
00:11 | <@ToxicFrog> | ncftp is ok, but I've never found a tty ftp client that was actually goodb. |
00:11 | <@Derakon> | Heh. |
00:11 | <@Derakon> | Downloaded~ |
00:15 | | * TheWatcher also notes any hoster using FTP deserves to have his figgin roasted on a spike and be hung by his funes... |
00:18 | <@ToxicFrog> | Yeah. |
00:19 | <@Derakon> | Aghflrgbl. |
00:19 | <@ToxicFrog> | His moules shown to the four winds, also, and his welchet torn asunder with many hooks. |
00:19 | <@Derakon> | I appreciate that Audacity is free, but it really needs to have a user interface overhaul. |
00:19 | <@Derakon> | I want to combine these two sounds' waveforms. |
00:19 | <@Derakon> | This appears to be impossible. Or at least everything I've tried has ended in pathetic failure. |
00:21 | <@Derakon> | I love how trying to paste one waveform on top of another either inserts the second waveform after the first, or deletes the first so the second has room. |
00:24 | <@TheWatcher> | Use sox? ¬¬ |
00:24 | <@TheWatcher> | sox -m filea.ogg fileb.ogg merged.ogg |
00:24 | <@Derakon> | Finally got it sorted out, but yeesh. |
00:30 | | You're now known as TheWatcher[T-2] |
00:32 | <@TheWatcher[T-2]> | Yeah, audacity leaves Much To Be Desired. |
00:33 | <@TheWatcher[T-2]> | Unfortunately, I know of nothing else comparable save my ancient copies of octamed in WinUAE >.> |
00:35 | | You're now known as TheWatcher[zZzZ] |
00:57 | <@gnolam> | http://flickr.com/photos/hansoete/4967222/ |
01:04 | <@MyCatVerbs> | You can't get at packet boundaries in TCP, can you? |
01:05 | <@MyCatVerbs> | Or can you? I think I remember hearing somewhere that you can't, but I might be wrong, and I can't find an easy answer in the manpages. |
01:07 | <@ToxicFrog> | TCP is a stream protocol; the application sends and recieves a stream of bytes. |
01:07 | <@ToxicFrog> | Manwise, you want tcp(7) |
01:09 | | * MyCatVerbs -> desk. "TCP does not preserve record boundaries." |
01:10 | <@MyCatVerbs> | I was looking there first, but missed that sentence. Danke. |
01:10 | <@ToxicFrog> | (I can't believe I went so many years without knowing about section 7 of the manual) |
01:12 | <@ToxicFrog> | Also, I'm not sure if this is a new feature in man 2.5.2 or an OpenSUSE extension, but either way it's pretty sweet: |
01:13 | <@ToxicFrog> | ben@orias:~$ man man |
01:13 | <@ToxicFrog> | Man: find all matching manual pages |
01:13 | <@ToxicFrog> | * man (1) |
01:13 | <@ToxicFrog> | man (7) |
01:13 | <@ToxicFrog> | man (1p) |
01:13 | <@ToxicFrog> | Man: What manual page do you want? |
01:24 | <@Derakon> | This is my new favorite error message: "TypeError: argument 1 must be array, not array.array" |
01:28 | | gnolam [lenin@Nightstar-1382.A163.priv.bahnhof.se] has quit [Quit: Z?] |
01:28 | <@simontwo> | Derakon, you used pygame for your game, right? |
01:29 | <@Derakon> | Yes. |
01:33 | <@simontwo> | Derakon, where can I download it? |
01:34 | | * simontwo is a bit curious on how to register an object to control input events. |
01:36 | <@Derakon> | Heh. |
01:36 | <@Derakon> | Google is your Friend~ |
01:36 | <@Derakon> | http://www.google.com/url?sa=t&source=web&ct=res&cd=1&url=http%3A%2F%2Fwww.pygam e.org%2F&ei=n6CkSanIO5qWsAPRoZGZAg&usg=AFQjCNFktwNAT2qQDUCji_pGzhzRnRCANQ&sig2=p 4HwWPYRBG0Nla-daIbkgw |
01:36 | <@Derakon> | ...Google, shame on you! |
01:36 | <@Derakon> | Since when did links on your site have all that crap in them? |
01:36 | <@Derakon> | http://www.pygame.org is what should have been pasted. |
01:39 | <@Derakon> | ...and after all that time and effort spent learning to change sound frequencies in Pygame, I realize now that I'd've been better-served making my own sound effect that changes frequencies smoothly. |
01:39 | <@Derakon> | Bah! |
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01:50 | <@Derakon> | Augh! I just found the perfect charging-up sound effect but Soundsnap won't let me download it unless I pay. ;.; |
01:51 | <@Derakon> | And accounts are expensive. $30/month (100 sounds downloadable) to $150/year (unlimited sound downloads) ;.; |
01:54 | <@Derakon> | Why can't they price them just by downloads and not by duration, dammit? $30 for a yearly membership with 100 downloads would be fine by me. |
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02:07 | <@MyCatVerbs> | Derakon: I think he meant "where can I find your game?" not "where can I find pygame?" :) |
02:07 | <@Derakon> | Oooooh. |
02:07 | <@ToxicFrog> | Derakon: re since when are google links full of crap: since a while ago, and it annoys me. |
02:07 | <@Derakon> | Well, you can get the game here: http://www.aegis-soft.com/games/fusillade |
02:07 | <@Derakon> | But the source isn't available. |
02:07 | <@ToxicFrog> | See also: google's "this site may be harmful" bullshit. |
02:07 | <@Derakon> | (Still, getting events via pygame is very straightforward) |
02:08 | <@MyCatVerbs> | ToxicFrog: google links are full of crap ever since people copied and pasted them out of the browser's address bar? |
02:08 | <@Derakon> | MCV:, no, we're talking on the results page. |
02:08 | <@MyCatVerbs> | ToxicFrog: FF also puts mountains of its own irrelevant shite into the GET parameters. Guh. |
02:08 | <@Derakon> | Like, you see a result that says "http://www.pygame.org", you right-click and copy it, you paste it, and it's some Lovecraftian monstrosity. |
02:08 | <@ToxicFrog> | MyCatVerbs: er, no, that link was pasted from a google result |
02:09 | <@ToxicFrog> | As in, google something, right-click one of the results, "copy link address" |
02:09 | <@MyCatVerbs> | Oh yes. Ever since they decided it was more important to track who clicked on what than to be actually useful and just let you have the link. |
02:09 | <@MyCatVerbs> | Misinterpreted. I thought you meant the query strings. |
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02:10 | <@ToxicFrog> | Interestingly, it doesn't do this in Opera. |
02:10 | <@ToxicFrog> | You only get the bastardized links in FF. |
02:11 | <@MyCatVerbs> | ToxicFrog: I'm getting un-bastardised links here. FF3, no extensions that I can remember installing. |
02:12 | <@MyCatVerbs> | Only thing is that I'm getting redirected to google.co.uk rather than google.com, but I don't *think* that ought to make any difference? |
02:14 | <@Derakon> | Anyway, don't you agree this'd be a good charge-up sound effect, suitably cropped? http://www.soundsnap.com/node/17588 |
02:16 | | * Derakon sighs. |
02:16 | <@Derakon> | Every other royalty-free SFX site I can find charges by the sound, at least $2 per (and usually more for anything worthwhile), and is badly-designed to boot. |
02:23 | <@Derakon> | This might come in handy for Selene, though: http://www.cornutopia.co.uk/indiesfx/sfx023c.php |
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05:07 | | * Derakon halves the requirement to generate a spark, collects 420 in one loop, and scores 1952406 points. |
05:07 | <@Derakon> | Yyyyeah, think I'll revert that change, amusing as the spark bonanza is. |
05:56 | <@Vornicus> | !dice 3d8 |
05:56 | < KarmaBot> | [Vornicus] rolled 3d8: (7+4+2) = 13. |
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06:05 | <@C_tiger> | !dice 9d13 |
06:05 | < KarmaBot> | [C_tiger] rolled 9d13: (7+3+6+11+2+11+13+3+5) = 61. |
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09:17 | | You're now known as TheWatcher |
09:36 | | * TheWatcher readsup, notes that sound effects are... interesting, in that even commercial game devs have a habit of copying 'non-signature' (that is, sounds that do not contain voices or uniquely identifiable noise) sounds off each other. |
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11:14 | <@UndeadAnno> | Damn it. Anyone know how to compile a package in Quartus II? |
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14:24 | < AttillaUni> | Hmm, how exactly does the % operator work in C? |
14:25 | < AttillaUni> | I know it's for 'long division' as such, getting you a remainder or lack thereof and all that, but say I want to know if a variable is a multiple of a certain constant, would this be the right way? |
14:28 | <@UndeadAnno> | Yeah. If modulo yields 0, then the number is divisible without remainder. |
14:29 | < AttillaUni> | Right, cheers. |
14:29 | <@gnolam> | Iff the values involved are positive. |
14:30 | < AttillaUni> | Well, assuming they are or I took the abs(x) of it (assuming abs is a function in C, whatever, I think if not you can probably trick it with the square root of a square of a variable? |
14:30 | < AttillaUni> | Since I assume C does not care for plus-or-minus. |
14:31 | < AttillaUni> | (also assuming that |x| doesn't mean the absolute value of it, in C) |
14:36 | <@TheWatcher> | yeah, abs() is in stdlib.h |
14:37 | <@TheWatcher> | failing that, just write it yourself - inline int abs(int x) { return(x < 0 ? -1 * x : x); } |
14:45 | <@UndeadAnno> | That won't work on floats. |
14:46 | <@TheWatcher> | If you suggest using a macro for it, I will be forced to beat you heavily. ¬¬ |
14:46 | <@UndeadAnno> | :P |
14:46 | <@TheWatcher> | That's what fabs()s would be for ;P |
14:46 | <@TheWatcher> | -s |
14:47 | < AttillaUni> | Weird, i'm getting some strange results from this. I swear I have the steps incremented after every whole time-step, and so it should every time there's a 50th step print off, but it gets weird results :| |
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15:26 | | * gnolam ponders C++'s map types. |
15:34 | <@gnolam> | Argh. I'd actually like a little mini database here. |
15:34 | < EvilDarkLord> | So make one. |
15:34 | <@TheWatcher> | http://www.mini.com/mini_worldwide/mini_worldwide.html ¬¬ |
15:35 | | * TheWatcher ducks, flrrrd |
15:36 | | * gnolam slaps TheWatcher. |
15:37 | <@gnolam> | Boo. |
15:38 | <@TheWatcher> | Failing that, look at berkdb? |
15:39 | <@TheWatcher> | http://www.oracle.com/technology/products/berkeley-db/index.html |
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16:00 | | * gnolam blarghs at Hungarian notation. |
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16:04 | | * gnolam also blarghs at Source's use of Illogical. |
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16:46 | <@gnohate> | That's the physics part done at least. |
16:58 | | * gnohate creates Diagrams of Evil. |
17:05 | <@Attilla> | What? Why does it keep misprinting the - ohhhh |
17:06 | <@Attilla> | I kept printing off a int via %f instead of %d |
17:06 | <@gnohate> | http://www.cyd.liu.se/~torha229/RadiaX/diagramofevil.png <- the kind of diagram that makes everything absolutely clear at first glance. |
17:06 | <@gnohate> | Or not. |
17:08 | <@Attilla> | To do with the absorbance of alpha and gamma radiation from an emitter via an absorber? |
17:09 | <@Attilla> | (Well, reduction with respect to gamma) |
17:10 | | * gnohate hands Attilla a cookie. |
17:12 | <@gnohate> | It's indeed linear attenuation of rays from a gamma source with activity A and gamma constant Gamma by a material of x cm thickness with a linear attenuation constant mu. |
17:15 | <@Attilla> | I assume the Hs correspond to either the difference in wavelength from the point at end of d0 to the point at the end of d, or possibly a measurement of the amplitude (though I do ponder how you can measure the amplitude of electromagnetic waves well) |
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17:24 | <@gnohate> | Hdot is the dose rate (i.e. how quickly you're being fried). The activity times the Gamma constant will give you the dose rate at d0, and then you scale by d^2 and exp(-mu*x). |
17:24 | <@gnohate> | *1/d^2 |
17:24 | <@Attilla> | Oh, okay this is more dosametry than pure radiology. |
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19:12 | | * Derakon tries to remember how image convolutions work. |
19:12 | <@Derakon> | I want to make a simple animated ripple effect when the player engages the deflector. |
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19:22 | <@Derakon> | Mental note: don't print out representations of 900x650 arrays. |
19:22 | <@Derakon> | Thing hit 3 million lines before I cut it off. |
19:22 | <@Derakon> | Why, I don't know. 900*650 is only 585000. |
19:31 | <@C_tiger> | what is IN those arrays? |
19:31 | <@Derakon> | Pixel data. |
19:34 | <@TheWatcher> | I guess that's probably 900*600*3 (or 4 if you have an alpha) |
19:34 | <@TheWatcher> | still, 3 million.... |
19:34 | <@TheWatcher> | *650 |
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19:45 | | * gnohate breaks out the UML. |
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19:48 | <@simontwo> | Derakon, is that the actual SDL data, or do you have both your own datatype, too? |
19:49 | <@Derakon> | Simontwo: that was using Pygame's surfarray module. |
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20:14 | | * Derakon bahs. |
20:14 | <@Derakon> | I suspect that the ripple effect I want to do for the deflector isn't feasible. |
20:15 | <@TheWatcher> | least not without replacing your entire renderer, I guess |
20:15 | <@Derakon> | Yeah, maybe if I switched to OpenGL. |
20:15 | <@Derakon> | But I'd rather not. |
20:15 | | * TheWatcher nods |
20:16 | <@Derakon> | There's a cheesy way to get a ripple effect by blitting blocks of the source image onto other parts of the destination image, but it doesn't work very well. |
20:17 | <@Derakon> | http://derakon.dyndns.org/~chriswei/temp/bulletmlscreen36.png |
20:17 | <@Derakon> | The problem is that it has to use blocks instead of pixels to get an acceptable framerate. |
20:17 | <@Derakon> | But that causes noticeable artifacts. |
20:21 | <@TheWatcher> | Egh, yeah |
20:21 | <@TheWatcher> | Shame :/ |
20:25 | <@Derakon> | Okay, ideas for a visually awesome deflector effect, then? |
20:31 | <@TheWatcher> | hmm |
20:33 | | * TheWatcher is pondering |
20:37 | | * TheWatcher is not, alas, coming up with any usable ideas right now >.< |
21:34 | | * Derakon wrestles with Pygame and palettes. |
21:35 | <@ToxicFrog> | Thou Shalt Not Use Palettes |
21:35 | <@ToxicFrog> | Seriously, just don't go there. |
21:36 | <@Derakon> | Then how should I cleanly blend the color of the inflector to indicate how far you've charged the deflector? |
21:36 | <@Derakon> | I'm sure as hell not making 300 different versions of the inflector animation. |
21:37 | <@ToxicFrog> | Express it as a function mapping charge -> colour, which presumably you'd do rather than manually generating 300 palette entries anyways, and use that? |
21:38 | <@ToxicFrog> | That said, I thought you meant "paletted rendering modes" |
21:38 | <@Derakon> | ...yes, but how do I change the color of the inflector without palettes? |
21:38 | <@ToxicFrog> | If it's still 8888 RGBA when it hits the screen, it's cool. |
21:38 | <@Derakon> | Oh, yeah, the screen itself isn't paletted. That'd be madness. |
21:39 | | * TheWatcher remembers those good old days fondly >.> |
21:39 | <@ToxicFrog> | And I generally do it by colouring the entire surface the colour I want and leaving alpha untouched, then blitting |
21:39 | <@TheWatcher> | Oh, wait, no, that was the terrible, agonising pain, wasn't it... |
21:39 | <@ToxicFrog> | TheWatcher: yes, that's the pain. |
21:39 | <@Derakon> | TF: hmm...that might work. |
21:42 | <@Derakon> | Wow that was easier. |
21:50 | <@Derakon> | Except that I've broken my alphas again. >.< |
21:56 | <@ToxicFrog> | >.< |
21:59 | <@Derakon> | ...oh, wait, I was still using 8-bit images. |
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22:13 | | * Derakon discovers that converting from HSV to RGB is nontrivial, sighs. |
22:15 | <@ToxicFrog> | Yeah. |
22:15 | <@ToxicFrog> | I was actually musing on this the other day, and concluded that HSV has a smaller gamut than RGB because it has redundant values. |
22:16 | <@Derakon> | I don't care so much about gamut as I do about a good colorshift function. |
22:16 | <@ToxicFrog> | Yeah. |
22:16 | <@Derakon> | But I got it sorted out as soon as I remembered that everything going black is a sign I forgot to multiply color values by 255. ¬.¬ |
22:16 | <@ToxicFrog> | But from this, you can also conclude that there isn't a 1:1 mapping |
22:16 | <@ToxicFrog> | Heh |
22:17 | <@ToxicFrog> | I had the opposite problem in postscript, where channels are 0..1 real |
22:18 | <@gnohate> | A classic. |
22:18 | <@gnohate> | Just like accidentally creating negative light when you're doing your own lighting calculations. :) |
22:18 | <@ToxicFrog> | "goddamnit, it's like everything >= 1 is getting mapped to 255!" |
22:19 | <@Derakon> | Heh. |
22:21 | <@Derakon> | Okay, colorcycling inflector is provisionally done. |
22:22 | <@Derakon> | It starts out dark blue, brights and cycles around to yellow by way of red, and pulls in towards white near the end. |
22:22 | < EvilDarkLord> | Does this have any mechanical effect? |
22:26 | <@Derakon> | It tells you how close you are to having the deflector fully-charged. |
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--- Log closed Thu Feb 26 00:00:53 2009 |